//Minimal Shader

//World * View * Projection matrix
float4x4 g_mWorldViewProjection : WORLDVIEWPROJECTION;

float4 VShader( float4 vertPos : POSITION ) : POSITION
{
	vertPos = mul(vertPos, g_mWorldViewProjection);

	return vertPos;
}

float4 PShader(float4 colour : COLOR) : COLOR
{
	//Blue
	float4 returnColour = float4(0, 0, 1, 1);
	return returnColour;
}

technique DefaultTechnique
{
	pass P0
	{
		//Set the vertex and pixel shaders
		VertexShader = compile vs_3_0 VShader();
		PixelShader	 = compile ps_3_0 PShader();
	}
}